Browse Source

dont show tower cursor if you cant build it

master
Nicholas Hayashi 4 years ago
parent
commit
1eca01d9e8
  1. 1
      sound.lua
  2. 163
      src/game.lua
  3. 17
      src/grid.lua
  4. 11
      src/tower.lua

1
sound.lua

@ -13,6 +13,7 @@ SOUNDS = {
SELECT1 = 76036806,
PUSH2 = 57563308,
BIRD1 = 50838307,
BIRD2 = 16549407,
RANDOM1 = 85363309,
RANDOM2 = 15482409,
RANDOM3 = 58658009,

163
src/game.lua

@ -2,6 +2,14 @@
state = {}
function game_end()
delete_all_entities()
game_init()
end
function update_score(diff) state.score = state.score + diff end
function update_money(diff) state.money = state.money + diff end
-- top right display types
local TRDTS = {
NOTHING = 0,
@ -26,31 +34,23 @@ local function get_initial_game_state(seed)
time = 0, -- time since game started in seconds
score = 0, -- current game score
money = STARTING_MONEY, -- current money
mouse = false, -- mouse position at the start of this frame
hex = false, -- vec2 coordinates of hexagon under mouse this frame
rounded_mouse = false, -- vec2 of pixel position of center of hexagon under mouse this frame
evenq = false, -- same as state.hex, but in a different coordinate system
centered_evenq = false, -- same as state.evenq, but with the middle of the map being 0,0
tile = false, -- tile at position of state.hex this frame
hot = false, -- element being interacted with this frame
selected_tower_type = false,
selected_toolbelt_button = 9,
top_right_display_type = TRDTS.SEED,
selected_top_right_display_type = TRDTS.SEED,
}
end
local function get_top_right_display_text(display_type)
local function get_top_right_display_text(hex, evenq, centered_evenq, display_type)
local str = ""
if display_type == TRDTS.CENTERED_EVENQ then
str = state.centered_evenq.x .. "," .. state.centered_evenq.y .. " (cevenq)"
str = centered_evenq.x .. "," .. centered_evenq.y .. " (cevenq)"
elseif display_type == TRDTS.EVENQ then
str = state.evenq.x .. "," .. state.evenq.y .. " (evenq)"
str = evenq.x .. "," .. evenq.y .. " (evenq)"
elseif display_type == TRDTS.HEX then
str = state.hex.x .. "," .. state.hex.y .. " (hex)"
str = hex.x .. "," .. hex.y .. " (hex)"
elseif display_type == TRDTS.PLATFORM then
str = string.format("%s %s lang %s", am.platform, am.version, am.language())
@ -62,29 +62,20 @@ local function get_top_right_display_text(display_type)
str = "SEED: " .. state.map.seed
elseif display_type == TRDTS.TILE then
str = table.tostring(state.map.get(state.hex.x, state.hex.y))
str = table.tostring(state.map.get(hex.x, hex.y))
end
return str
end
local function can_do_build(hex, tile, tower_type)
if making_hex_unwalkable_breaks_flow_field(hex, tile) then
return false
local function handle_left_click(hex, tile, tower_type, toolbelt_button)
if play_error_sound then
play_sfx(SOUNDS.BIRD2)
end
if not can_afford_tower(state.money, tower_type) then
return false
end
if not tower_is_buildable_on(hex, tile, tower_type) then
if flash_tower_cursor then
local node = WIN.scene("cursor"):child(1):child(2)
node.color = COLORS.CLARET
node:action(am.tween(0.1, { color = COLORS.TRANSPARENT }))
return false
end
return true
end
-- initialized later, as part of the init of the toolbelt
@ -92,7 +83,7 @@ function select_tower_type(tower_type) end
function select_toolbelt_button(i)
state.selected_toolbelt_button = i
if i < 9 then
if i <= 10 then
select_tower_type(i)
else
select_tower_type(nil)
@ -124,34 +115,31 @@ local function game_pause()
end)
end
function game_end()
delete_all_entities()
game_init()
end
function update_score(diff) state.score = state.score + diff end
function update_money(diff) state.money = state.money + diff end
local function game_action(scene)
if state.score < 0 then game_end() return true end
state.perf = am.perf_stats()
state.time = state.time + am.delta_time
state.score = state.score + am.delta_time
state.mouse = WIN:mouse_position()
state.hex = pixel_to_hex(state.mouse - WORLDSPACE_COORDINATE_OFFSET)
state.rounded_mouse = hex_to_pixel(state.hex) + WORLDSPACE_COORDINATE_OFFSET
state.evenq = hex_to_evenq(state.hex)
state.centered_evenq = state.evenq{ y = -state.evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2)
local mouse = WIN:mouse_position()
local hex = pixel_to_hex(mouse - WORLDSPACE_COORDINATE_OFFSET)
local rounded_mouse = hex_to_pixel(hex) + WORLDSPACE_COORDINATE_OFFSET
local evenq = hex_to_evenq(hex)
local centered_evenq = evenq{ y = -evenq.y } - vec2(math.floor(HEX_GRID_WIDTH/2)
, math.floor(HEX_GRID_HEIGHT/2))
state.tile = state.map.get(state.hex.x, state.hex.y)
state.hot = evenq_is_interactable(state.evenq{ y = -state.evenq.y })
local tile = state.map.get(hex.x, hex.y)
local interactable = evenq_is_in_interactable_region(evenq{ y = -evenq.y })
local buildable = tower_type_is_buildable_on(hex, tile, state.selected_tower_type)
local firable = false
if WIN:mouse_pressed"left" then
if state.hot and state.selected_tower_type and can_do_build(state.hex, state.tile, state.selected_tower_type) then
if interactable then
if buildable then
update_money(-get_tower_cost(state.selected_tower_type))
build_tower(state.hex, state.selected_tower_type)
build_tower(hex, state.selected_tower_type)
end
end
end
@ -189,14 +177,19 @@ local function game_action(scene)
do_gui_updates()
do_day_night_cycle()
WIN.scene"top_right_display".text = get_top_right_display_text(state.top_right_display_type)
WIN.scene"score".text = string.format("SCORE: %.2f", state.score)
WIN.scene"money".text = string.format("MONEY: %d", state.money)
if state.hot then
WIN.scene"cursor".hidden = false
WIN.scene"cursor".position2d = state.rounded_mouse
WIN.scene("top_right_display").text = get_top_right_display_text(hex, evenq, centered_evenq, state.selected_top_right_display_type)
WIN.scene("score").text = string.format("SCORE: %.2f", state.score)
WIN.scene("money").text = string.format("MONEY: %d", state.money)
if interactable then
WIN.scene("cursor").hidden = false
if buildable then
WIN.scene("cursor_translate").position2d = rounded_mouse
else
WIN.scene("cursor").hidden = true
end
else
WIN.scene"cursor".hidden = true
WIN.scene("cursor").hidden = true
end
end
@ -207,7 +200,9 @@ local function make_game_toolbelt()
local x2 = (size + padding) * i + offset.x + size
local y2 = offset.y + size
register_button_widget("toolbelt_tower_button" .. i, am.rect(x1, y1, x2, y2), function() select_tower_type(i) end)
register_button_widget("toolbelt_tower_button" .. i
, am.rect(x1, y1, x2, y2)
, function() select_tower_type(i) end)
return am.translate(vec2(size + padding, 0) * i + offset)
^ am.group{
@ -231,19 +226,29 @@ local function make_game_toolbelt()
local name = get_tower_name(tower_type)
local placement_rules = get_tower_placement_rules_text(tower_type)
local short_desc = get_tower_short_description(tower_type)
local base_cost = get_tower_cost(tower_type)
local cost = get_tower_cost(tower_type)
if not (name or placement_rules or short_desc or base_cost) then
if not (name or placement_rules or short_desc or cost) then
return am.group():tag"tower_tooltip_text"
end
local white = COLORS.PALE_SILVER
return (am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20) ^ am.group{
am.translate(0, 60) ^ am.text(name, white, "left"):tag"tower_name",
am.translate(0, 40) ^ am.text(placement_rules, white, "left"):tag"tower_placement_rules",
am.translate(0, 20) ^ am.text(short_desc, white, "left"):tag"tower_short_description",
am.translate(0, 0) ^ am.text(string.format("cost: %d", base_cost), white, "left"):tag"tower_base_cost"
}):tag"tower_tooltip_text"
local color = COLORS.PALE_SILVER
return (am.translate(WIN.left + 10, WIN.bottom + toolbelt_height + 20)
^ am.group{
am.translate(0, 60)
^ am.text(name, color, "left"):tag"tower_name",
am.translate(0, 40)
^ am.text(placement_rules, color, "left"):tag"tower_placement_rules",
am.translate(0, 20)
^ am.text(short_desc, color, "left"):tag"tower_short_description",
am.translate(0, 0)
^ am.text(string.format("cost: %d", cost), color, "left"):tag"tower_cost"
}
)
:tag"tower_tooltip_text"
end
local toolbelt = am.group{
am.group():tag"tower_tooltip_text",
@ -298,20 +303,20 @@ local function make_game_toolbelt()
WIN.scene:replace("tower_tooltip_text", get_tower_tooltip_text_node(tower_type))
local new_position = vec2((size + padding) * tower_type, size/2) + offset
if WIN.scene"tower_select_square".hidden then
WIN.scene"tower_select_square".position2d = new_position
WIN.scene"tower_select_square".hidden = false
if toolbelt("tower_select_square").hidden then
toolbelt("tower_select_square").position2d = new_position
toolbelt("tower_select_square").hidden = false
else
WIN.scene"tower_select_square":action(am.tween(0.1, { position2d = new_position }))
toolbelt("tower_select_square"):action(am.tween(0.1, { position2d = new_position }))
end
WIN.scene:replace("cursor", (am.translate(state.rounded_mouse) ^ get_tower_cursor(tower_type)):tag"cursor")
WIN.scene:replace("cursor", get_tower_cursor(tower_type):tag"cursor")
WIN.scene:action(am.play(am.sfxr_synth(SOUNDS.SELECT1), false, 1, SFX_VOLUME))
else
WIN.scene"tower_select_square".hidden = true
toolbelt("tower_select_square").hidden = true
WIN.scene:replace("cursor", make_hex_cursor(state.rounded_mouse, 0, COLORS.TRANSPARENT))
WIN.scene:replace("cursor", make_hex_cursor(0, COLORS.TRANSPARENT))
end
end
@ -320,7 +325,7 @@ end
-- |color_f| can be a function that takes a hex and returns a color, or just a color
-- |action_f| should be an action that operates on the group node or nil
function make_hex_cursor(position, radius, color_f, action_f)
function make_hex_cursor(radius, color_f, action_f)
local color = type(color_f) == "userdata" and color_f or nil
local map = spiral_map(vec2(0), radius)
local group = am.group()
@ -334,23 +339,29 @@ function make_hex_cursor(position, radius, color_f, action_f)
group:action(action_f)
end
return (am.translate(position) ^ group):tag"cursor"
return group:tag"cursor"
end
function game_scene()
local score = am.translate(WIN.left + 10, WIN.top - 20) ^ am.text("", "left"):tag"score"
local money = am.translate(WIN.left + 10, WIN.top - 40) ^ am.text("", "left"):tag"money"
local top_right_display = am.translate(WIN.right - 10, WIN.top - 20) ^ am.text("", "right", "top"):tag"top_right_display"
local score = am.translate(WIN.left + 10, WIN.top - 20)
^ am.text("", "left"):tag"score"
local money = am.translate(WIN.left + 10, WIN.top - 40)
^ am.text("", "left"):tag"money"
local top_right_display = am.translate(WIN.right - 10, WIN.top - 20)
^ am.text("", "right", "top"):tag"top_right_display"
local curtain = am.rect(WIN.left, WIN.bottom, WIN.right, WIN.top, COLORS.TRUE_BLACK)
curtain:action(coroutine.create(function()
am.wait(am.tween(curtain, 3, { color = vec4(0) }, am.ease.out(am.ease.hyperbola)))
WIN.scene:remove(curtain)
return true
end))
local scene = am.group{
state.world,
make_hex_cursor(OFF_SCREEN, 0, COLORS.TRANSPARENT),
am.translate(OFF_SCREEN):tag"cursor_translate" ^ make_hex_cursor(0, COLORS.TRANSPARENT),
score,
money,
top_right_display,
@ -367,7 +378,7 @@ function game_init()
state = get_initial_game_state()
build_tower(HEX_GRID_CENTER, TOWER_TYPE.RADAR)
WIN.scene:remove"game"
WIN.scene:remove("game")
WIN.scene:append(game_scene())
end

17
src/grid.lua

@ -38,14 +38,15 @@ end
-- transform coordinates by this to pretend 0,0 is elsewhere
WORLDSPACE_COORDINATE_OFFSET = -HEX_GRID_PIXEL_DIMENSIONS/2
-- the outer edges of the map are not interactable, most action occurs in the center-ish
HEX_GRID_INTERACTABLE_REGION_PADDING = 4
function evenq_is_interactable(evenq)
-- the outer edges of the map are not interactable
-- the interactable region is defined with this function and constant
HEX_GRID_INTERACTABLE_REGION_MARGIN = 4
function evenq_is_in_interactable_region(evenq)
return point_in_rect(evenq, {
x1 = HEX_GRID_INTERACTABLE_REGION_PADDING,
x2 = HEX_GRID_WIDTH - HEX_GRID_INTERACTABLE_REGION_PADDING,
y1 = HEX_GRID_INTERACTABLE_REGION_PADDING,
y2 = HEX_GRID_HEIGHT - HEX_GRID_INTERACTABLE_REGION_PADDING
x1 = HEX_GRID_INTERACTABLE_REGION_MARGIN,
x2 = HEX_GRID_WIDTH - HEX_GRID_INTERACTABLE_REGION_MARGIN,
y1 = HEX_GRID_INTERACTABLE_REGION_MARGIN,
y2 = HEX_GRID_HEIGHT - HEX_GRID_INTERACTABLE_REGION_MARGIN
})
end
@ -81,7 +82,7 @@ function making_hex_unwalkable_breaks_flow_field(hex, tile)
local flow_field = generate_flow_field(state.map, HEX_GRID_CENTER)
local result = not hex_map_get(flow_field, 0, 0)
tile.elevation = original_elevation
return result
return result, flow_field
end
function grid_cost(map, from, to)

11
src/tower.lua

@ -129,7 +129,7 @@ do
end)
tower_cursors[i] = am.group{
make_hex_cursor(vec2(0), get_tower_range(i), vec4(0), coroutine_),
make_hex_cursor(get_tower_range(i), vec4(0), coroutine_),
tower_sprite
}
end
@ -179,11 +179,6 @@ local function make_tower_node(tower_type)
end
end
function can_afford_tower(money, tower_type)
local cost = get_tower_cost(tower_type)
return (money - cost) >= 0
end
local function get_tower_update_function(tower_type)
if tower_type == TOWER_TYPE.REDEYE then
return update_tower_redeye
@ -207,7 +202,9 @@ function tower_on_hex(hex)
return table.find(TOWERS, function(tower) return tower.hex == hex end)
end
function tower_is_buildable_on(hex, tile, tower_type)
function tower_type_is_buildable_on(hex, tile, tower_type)
if not tower_type then return false end
local blocking_towers = towers_on_hex(hex)
local blocking_mobs = mobs_on_hex(hex)

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